6 #include <SDL_opengl.h>
8 #include <SDL_thread.h>
9 #include "../common/common.h"
10 #include "../shared/shared.h"
11 #include "../server/server.h"
12 #include "../client/client.h"
13 #include "../client/renderer/r_state.h"
14 #include "../client/ui/ui_main.h"
15 #include "../client/ui/ui_behaviour.h"
16 #include "../client/cgame/campaign/cp_campaign.h"
17 #include "../client/cgame/campaign/cp_geoscape.h"
18 #include "../client/cgame/campaign/cp_hospital.h"
19 #include "../client/cgame/campaign/cp_missions.h"
20 #include "../client/cgame/campaign/cp_nation.h"
21 #include "../client/cgame/campaign/cp_overlay.h"
22 #include "../client/cgame/campaign/cp_ufo.h"
23 #include "../client/cgame/campaign/cp_time.h"
24 #include "../client/battlescape/cl_battlescape.h"
25 #include "../client/cgame/campaign/cp_alien_interest.h"
27 #define STRUCTFORMAT "%24s"
28 #define SIZEFORMAT "%12s"
29 #define TYPESIZE(type) printf(STRUCTFORMAT ": " SIZEFORMAT " KB\n", #type, MEMORY_HumanReadable(sizeof(type)));
32 # define UFO_SIZE_LENGTH_T "%03Iu"
36 # define UFO_SIZE_LENGTH_T "%03lu"
38 # define UFO_SIZE_LENGTH_T "%03u"
41 # define UFO_SIZE_LENGTH_T "%03zu"
49 const size_t kb = size / 1024 % 1024;
50 const size_t b = size % 1024;
51 const size_t mb = size / 1024 / 1024;
54 buf[
sizeof(
buf) - 1] =
'\0';
62 int main (
int argc,
char **argv)
int main(int argc, char **argv)
This is the structure that should be used for data that is needed for tactical missions only...
This is a cvar definition. Cvars can be user modified and used in our menus e.g.
Data for line tracing (?)
template for creating a base
lighting structure which contains static and dynamic lighting info for entities
A base with all it's data.
Stores the data of a map tile, mostly the BSP stuff.
Struct that is only valid for one map. It's deleted on every map load.
inventory definition with all its containers
The csi structure is the client-server-information structure which contains all the static data neede...
static const char * MEMORY_HumanReadable(size_t size)
This is the technology parsed from research.ufo.
client campaign structure
Atomic structure used to define most of the UI.
available mails for a tech - mail and mail_pre in script files
The definition of a "components" entry (i.e. an assembly of several items) parsed from a ufo-file...
Not cleared on a map change (static data)
#define UFO_SIZE_LENGTH_T
node behaviour, how a node work
To avoid linearly searching through lists of entities during environment testing, the world is carved...
projectile used during fight between two or more aircraft
An aircraft with all it's data.
Pathfinding routing structure and tile layout.
static mesh models (none-animated) can have a server side flag set to be clipped for pathfinding ...
Describes a character with all its attributes.